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Filtered by: Progress Report
Core refactoring progress report #1
Expecting a Vulkan progress report? Not this month! As Godot 3.2 was released by the end of January, February was purely dedicated to do large core refactoring in preparation for Godot 4.0. This is required to unblock other contributors and their areas.
ENet with DTLS encryption in 4.0
Easy ENet high-level-multiplayer encryption via DTLS is coming in Godot 4.0.
Navigation Server for Godot 4.0
Feature work has started for the upcoming Godot 4.0, and one of the first major changes is the integration of NavigationServer (and NavigationServer2D) to greatly improve and simplify the navigation workflow in Godot. This devblog shows how to set things up for a simple example with dynamic collision avoidance and runtime navigation mesh re-baking.
Vulkan progress report #6
It's been a while since the previous progress report, as I went on Vacation in November (did not take a vacation in years..), and December I had a lot of other engine related tasks that piled up that I had to solve. Work on Vulkan branch resumed at the beginning of January and significant progress was made already.
HTML5 export profiling for Godot 4.0
HTML5 debug export profiling is coming for Godot 4.0
Godot Oculus Quest support
Godot works on the Oculus Quest, find out more about getting up and running if you want to play around with it early.
WebSocket SSL server, HTTP server for testing HTML5 builds
More networking improvements are coming in 3.2. WebSocketServer now has SSL support, and users can now test HTML5 export from the editor with one click.
C# progress report: WebAssembly, MonoDevelop and AOT
Godot 3.2 brings WebAssembly support for C# games. There is also a new extension for Visual Studio for Mac and MonoDevelop and preliminary support for AOT compilation.
Major update for Visual Shaders in Godot 3.2 (part 2)
This is the second blog post describing enhancements for visual shaders and shader scripts landed in Godot 3.2. Much time and effort was spent adding a lot of new things to enhance the overall experience developing shaders.
Vulkan progress report #5
Another month, another Vulkan progress report! October was a busy month, as most of it was split between working on the new Global Illumination system and Godotcon/GIC in Poland.
DTLS progress report #1
A sneak peak at DTLS support in Godot 4.0 .
Vulkan progress report #4
Over the course of September month, I continued working on Vulkan all day long, and several improvements have been made.
Basic cryptography, SSL improvements
As part of the MOSS project sponsored by Mozilla, during July I worked on some new features regarding cryptography and SSL to improve the quality and security of Godot networking.
GSoC 2019 progress report #3
For the second time, Godot took part in the Google Summer of Code (GSoC) programme, which lets students from all over the world work for three months on specific projects thanks to a Google stipend. We had 8 students working for on great new features all around the engine, and in this third and last progress report, they outline the final state of their GSoC work, how to use it (when relevant) and future steps that they might envision for the feature they worked on.
Vulkan progress report #3
Work on porting the rendering engine to Vulkan continues at a steady pace.
WebSocket updates, UDP multicast
UDP multicast support, WebSocket updates, demos, a new tutorial.
GSoC 2019 progress report #2
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. With the programme coming close to an end, they each share their recent progress since the first report with a short devlog. A final report will be posted in coming weeks with an overview of the work done and how to get started using the features they worked on.
Vulkan progress report #2
In our latest episode, I was just barely getting Vulkan to work. A month later, many things happened!
GSoC 2019 progress report #1 (part 2)
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on rewriting the light mapper (Joan Fons Sanchez), a static analyzer for GDScript (Suhas Prasanna), motion matching (Aditya Abhiram) and asynchronous cached file access (Raghav Shankar).
GSoC 2019 progress report #1 (part 1)
Godot takes part in the Google Summer of Code for the second year, and this time we have 8 students working on awesome features for the engine. They each share their project aim and current progress with a short devlog. This common progress report is split over two blog posts for readability. This post covers work on VCS integration (Twarit Waikar), interactive music (Daniel Matarov), a GDScript language server (Ankit Priyarup) and Visual Script improvements (Swarnim Arun).
C# support on Android
Godot 3.2 will bring Android support to C# users, which can already be tried in the master branch and will soon be available in Godot 3.2 alpha 1. Moreover, the editor code for the Mono module was converted from C++ to C#, making it easier to extend.
Godot 3.2 ARVR update
Godot 3.2 will see ARKit and Oculus Go/Quest support coming to Godot. ARCore and Valve Index support is not far behind.
Vulkan progress report #1
While the rest of the Godot contributors are focused on finalizing 3.2 for release, I'm almost exclusively dedicated to porting the engine to Vulkan, as part of the 4.0 release effort. This is so far an exciting adventure and I'm learning a lot about it.